![]() |
![]() |
Various improvements to various asset formats:
-
We now implement Wavefront OBJ texture options. They are all parsed correctly, and the scale, offset, clamp are actually handled.
We can also generate PBR (physical) materials when reading Wavefront OBJ files. This feature is for now experimental, and you have to toggle global
WavefrontPhongMaterialinX3DLoadInternalOBJunit tofalse. In effect, we will create X3DPhysicalMaterialnodes from Wavefront materials, and we’ll usePrfor thePhysicalMaterial.MetallicRoughnessTexture. See the X3D specification of PhysicalMaterial for details what it implies. -
We now support curve animation for Spine free form deformation. Thanks go to Kagamma (Trung Le) for implementing this!
The testcase is in our demo-models, open
spine/free_form_deformation/exported/skeleton.jsonand runhead_curveanimation. -
Fixed important bug on all 3D models that could use automatic normals generation based on creaseAngle (like X3D and Wavefront OBJ by default).


Start the discussion at Castle Game Engine Forum